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Tzeentch is the great conspirator and a master of manipulation. In Full War: Warhammer 3, Tzeentch brings an element of campaign map control and abilities that are entirely new to the series.

The severity of changing the ways correlates with the grimoire price associated with them. These are the primary changes in the actions Tzeentch factions tin can admission.

Changing of the Ways

  • Transfer Settlement
    • Transfer control and ownership of one settlement to a new faction. This can be your faction or another.
  • Open Gates
    • Open the gates of a major settlement with walls, for any battles in that settlement in the side by side few turns.
  • Force Rebellion
    • Causes a rebellion in a region, spawning an regular army for the owner to contend with.
  • Track Ground forces
    • You are given the line of sight of a target army.
  • Reveal Faction Intentions
    • Shows the plans of all armies a target faction controls.
  • Reveal Shroud
    • Gives complete vision of a target faction's territory.
  • Halt Faction
    • All characters – and so armies and heroes – have their motility halted and disabledfor the faction's post-obit plow.
  • Give War Co-ordination Target
    • Gives a faction a war co-ordination target even if they are not your ally.
  • Break Alliance
    • Break the military or defensive brotherhood between ii factions.
  • Force War
    • Forcefulness a state of war between two factions.

These tactics tin can completely change the course of a campaign. Gathering grimoires and using them on research tree upgrades and alter of the ways schemes is cardinal to winning the campaign as Tzeentch.

Tzeentch, similar to other Chaos Gods, participates in the Bully Game. Each Chaos God is actively trying to spread equally much of their abuse to the mortal realms as often as possible. Tzeentch has several unique modifiers that can be obtained via corruption.

Unholy Manifestations

  • Scriveners of Insanity
    • Unlocked from the first.
    • Allows a friendly army to generate a big batch of grimoires over the course of several turns. The army cannot move during this time, and must be in enemy territory.
  • Mutagenic Energies
    • Requires 1500 global Tzeentch abuse.
    • Causes a target army to suffer attrition for a turn, regardless of situation or immunities.
  • Magic Flare
    • Requires 3000 global Tzeentch corruption.
    • Increases the Range and Bulwark hit points of all units in an army. Barrier is a special shield all Tzeentch units have – we'll detail this further in the upcoming roster reveal.
  • Dark of Madness
    • Requires 6000 global Tzeentch abuse.
    • Target friendly ground forces generates Tzeentch abuse and control (renamed from public society) loss in a province, also as increasing the ground forces'due south Winds of Magic ability reserve. It cannot move during these turns.

They are spreading abuse, and changing the ways together can drastically alter the campaign map. Entire factions can be brought down from rebellions and losing settlements instantly. Lower gates to assist siege powerful cities and ensure Tzeentch control through the mortal realms.

Tzeentch also has a unique movement ability for armies to teleport. Teleporting is a late-game unlock on the inquiry tree. Teleporting is benign for traversing through mountains or rivers and for ambushes. A successful teleport on an enemy ground forces will instantly trigger an ambush battle with severe debuffs.

Tzeentch presents an entirely new way to wage state of war in Total State of war: Warhammer Iii. Gather grimoires, spreading abuse, and making good utilize of teleport are the keys to success while using Tzeentch.